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		<title><![CDATA[Maratis forum - Parallax Shader]]></title>
		<link>http://forum.maratis3d.com/viewtopic.php?id=144</link>
		<description><![CDATA[The most recent posts in Parallax Shader.]]></description>
		<lastBuildDate>Mon, 16 Jan 2012 21:19:24 +0000</lastBuildDate>
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			<title><![CDATA[Re: Parallax Shader]]></title>
			<link>http://forum.maratis3d.com/viewtopic.php?pid=1154#p1154</link>
			<description><![CDATA[<div class="quotebox"><cite>Vegas wrote:</cite><blockquote><p>Wish it was that simple =p<br /><a href="http://forum.maratis3d.com/viewtopic.php?id=169">http://forum.maratis3d.com/viewtopic.php?id=169</a></p></blockquote></div><p>Well I don&#039;t literally mean just drop them in. As anael said there are some <br />modifications that may need to be made. </p><p>My point was that with Maratis shader based pipeline you imagination <br />is only limited by your hardware&#039;s capability&#039;s. </p><p>Look for GLSL 4.0 based shaders. </p><p>Here is a really good book on OpenGL 4 and Shaders<br /><a href="http://www.packtpub.com/opengl-4-0-shading-language-cookbook/book">http://www.packtpub.com/opengl-4-0-shad &#133; kbook/book</a></p><p><span class="postimg"><img src="https://www.packtpub.com/sites/default/files/imagecache/productview/4767_OpenGL%204.0%20Shading%20Language%20Cookbook.jpg" alt="https://www.packtpub.com/sites/default/files/imagecache/productview/4767_OpenGL%204.0%20Shading%20Language%20Cookbook.jpg" /></span></p>]]></description>
			<author><![CDATA[dummy@example.com (zester)]]></author>
			<pubDate>Mon, 16 Jan 2012 21:19:24 +0000</pubDate>
			<guid>http://forum.maratis3d.com/viewtopic.php?pid=1154#p1154</guid>
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			<title><![CDATA[Re: Parallax Shader]]></title>
			<link>http://forum.maratis3d.com/viewtopic.php?pid=1152#p1152</link>
			<description><![CDATA[<p>Wish it was that simple =p<br /><a href="http://forum.maratis3d.com/viewtopic.php?id=169">http://forum.maratis3d.com/viewtopic.php?id=169</a></p>]]></description>
			<author><![CDATA[dummy@example.com (Vegas)]]></author>
			<pubDate>Mon, 16 Jan 2012 20:52:23 +0000</pubDate>
			<guid>http://forum.maratis3d.com/viewtopic.php?pid=1152#p1152</guid>
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			<title><![CDATA[Re: Parallax Shader]]></title>
			<link>http://forum.maratis3d.com/viewtopic.php?pid=1147#p1147</link>
			<description><![CDATA[<p>There is nothing preventing you from applying parallax shader in Maratis.<br />With Maratis shader based pipeline it all comes down to your graphics cards capability&#039;s. </p><p>We should probably go hunt down free shaders and drop them in Maratis to build up a collection.</p>]]></description>
			<author><![CDATA[dummy@example.com (zester)]]></author>
			<pubDate>Mon, 16 Jan 2012 07:23:08 +0000</pubDate>
			<guid>http://forum.maratis3d.com/viewtopic.php?pid=1147#p1147</guid>
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			<title><![CDATA[Re: Parallax Shader]]></title>
			<link>http://forum.maratis3d.com/viewtopic.php?pid=797#p797</link>
			<description><![CDATA[<p>Found this about steep parallax mapping :</p><p><a href="http://graphics.cs.brown.edu/games/SteepParallax/index.html">http://graphics.cs.brown.edu/games/Stee &#133; index.html</a></p><p>They give the code of a basic steep parallax shader at the bottom of the page, hope it can be adapted cause<br />it looks sooo damn good</p>]]></description>
			<author><![CDATA[dummy@example.com (Vegas)]]></author>
			<pubDate>Mon, 31 Oct 2011 21:22:28 +0000</pubDate>
			<guid>http://forum.maratis3d.com/viewtopic.php?pid=797#p797</guid>
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			<title><![CDATA[Re: Parallax Shader]]></title>
			<link>http://forum.maratis3d.com/viewtopic.php?pid=550#p550</link>
			<description><![CDATA[<p>The article you linked is showing how to do normal mapping (bump), but not parallax,<br />parallax is a additional pass that uses a displace map to offset the texture, it can be done in different ways,<br />you can add the displace map as a alpha component in the normal map texture, or use a separate texture.</p><p>This example uses glsl, the shader can probably be adapted :<br /><a href="http://www.dhpoware.com/demos/glslParallaxNormalMapping.html">http://www.dhpoware.com/demos/glslParal &#133; pping.html</a></p>]]></description>
			<author><![CDATA[dummy@example.com (anael)]]></author>
			<pubDate>Thu, 01 Sep 2011 18:35:05 +0000</pubDate>
			<guid>http://forum.maratis3d.com/viewtopic.php?pid=550#p550</guid>
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			<title><![CDATA[Re: Parallax Shader]]></title>
			<link>http://forum.maratis3d.com/viewtopic.php?pid=549#p549</link>
			<description><![CDATA[<p>Here is the link.<br /><a href="http://en.wikibooks.org/wiki/GLSL_Programming/Unity/Lighting_of_Bumpy_Surfaces">http://en.wikibooks.org/wiki/GLSL_Progr &#133; y_Surfaces</a></p><p>The article also explains how it works.</p><p>I thought it could be done but I&#039;m not sure how to implement it, how would I set the alpha map or would it automatically use the alpha on the diffuse texture. Yeah I know that parallax is expensive but like some other techniques you use them in only some places and not everywhere and parallax is still less costly than drawing all of those polygons.</p>]]></description>
			<author><![CDATA[dummy@example.com (thegreatgamecreator)]]></author>
			<pubDate>Thu, 01 Sep 2011 14:57:07 +0000</pubDate>
			<guid>http://forum.maratis3d.com/viewtopic.php?pid=549#p549</guid>
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			<title><![CDATA[Re: Parallax Shader]]></title>
			<link>http://forum.maratis3d.com/viewtopic.php?pid=548#p548</link>
			<description><![CDATA[<p>there is a very good parallax shader article on the Unity3d website <img src="http://forum.maratis3d.com/img/smilies/wink.png" width="15" height="15" alt="wink" /></p><p><a href="http://unity3d.com/support/documentation/Components/shader-NormalParallaxDiffuse.html">http://unity3d.com/support/documentatio &#133; ffuse.html</a></p><p>but as say in the article, parallax shader is &quot;on the more expensive rendering side&quot; ... we can make a game with very good graphism only with diffuse/normal/specular/shadow map <img src="http://forum.maratis3d.com/img/smilies/wink.png" width="15" height="15" alt="wink" /></p>]]></description>
			<author><![CDATA[dummy@example.com (Alinor)]]></author>
			<pubDate>Thu, 01 Sep 2011 14:29:03 +0000</pubDate>
			<guid>http://forum.maratis3d.com/viewtopic.php?pid=548#p548</guid>
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			<title><![CDATA[Re: Parallax Shader]]></title>
			<link>http://forum.maratis3d.com/viewtopic.php?pid=547#p547</link>
			<description><![CDATA[<p>Hi,<br />I don&#039;t know exactly how parallax works, but it should work on Maratis as you can apply custom glsl shaders,<br />do you have a link to the free shader you speak about ?</p>]]></description>
			<author><![CDATA[dummy@example.com (anael)]]></author>
			<pubDate>Thu, 01 Sep 2011 09:19:37 +0000</pubDate>
			<guid>http://forum.maratis3d.com/viewtopic.php?pid=547#p547</guid>
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			<title><![CDATA[Parallax Shader]]></title>
			<link>http://forum.maratis3d.com/viewtopic.php?pid=546#p546</link>
			<description><![CDATA[<p>Okay I found a glsl parallax shader for free. And was wondering how I would implement it. I know for the most part how shaders are applied but I don&#039;t know how to implement it correctly. A parallax shader usually uses a black and white map (Or alpha) for the effect. But setting a map for it to use would work. I would be happy to link it too you if you like. I don&#039;t know if using parallax is even feasible with this engine yet but I just wanted to see if it was possible. Thanks in advance.</p>]]></description>
			<author><![CDATA[dummy@example.com (thegreatgamecreator)]]></author>
			<pubDate>Wed, 31 Aug 2011 21:58:38 +0000</pubDate>
			<guid>http://forum.maratis3d.com/viewtopic.php?pid=546#p546</guid>
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